Equidistent code working in component form! Also cleaned up spacing for

increased projectiles in stock weapon by rounding remainders from
division.
This commit is contained in:
Henry 2026-04-07 13:54:30 +01:00
parent d419635d7f
commit db57a0234e
17 changed files with 58 additions and 48 deletions

View file

@ -6,8 +6,7 @@
[resource] [resource]
script = ExtResource("1_t07sl") script = ExtResource("1_t07sl")
shot_name = "Stock" shot_name = "Stock"
speed = 350 speed = 375
projectiles = 4 projectiles = 4
projectile_spacing = 20.0 spacing = 28.0
cooldown = 0.0
metadata/_custom_type_script = "uid://ccdohs4gduee5" metadata/_custom_type_script = "uid://ccdohs4gduee5"

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@ -1,6 +1,6 @@
[gd_scene format=3 uid="uid://coix5dqblmu7r"] [gd_scene format=3 uid="uid://coix5dqblmu7r"]
[ext_resource type="Script" uid="uid://bqxrdf7mtx0ev" path="res://scripts/player_refactor.gd" id="1_qlg0r"] [ext_resource type="Script" uid="uid://bqxrdf7mtx0ev" path="res://scenes/player_refactor.gd" id="1_qlg0r"]
[ext_resource type="Texture2D" uid="uid://cq4we1m1yv22s" path="res://graphics/ship.png" id="2_qhqgy"] [ext_resource type="Texture2D" uid="uid://cq4we1m1yv22s" path="res://graphics/ship.png" id="2_qhqgy"]
[ext_resource type="Texture2D" uid="uid://crmbupr3qg0j" path="res://graphics/muzzle_flash.png" id="4_dqkch"] [ext_resource type="Texture2D" uid="uid://crmbupr3qg0j" path="res://graphics/muzzle_flash.png" id="4_dqkch"]
[ext_resource type="Texture2D" uid="uid://b0iavxi8vaxtj" path="res://graphics/ship_thrusters.png" id="5_qlg0r"] [ext_resource type="Texture2D" uid="uid://b0iavxi8vaxtj" path="res://graphics/ship_thrusters.png" id="5_qlg0r"]

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@ -3,7 +3,6 @@ extends Area2D
@export var speed: int = 150 @export var speed: int = 150
@export var shield_max: int = 10 @export var shield_max: int = 10
#var ship = %Ship
var shield: int = 0: set = shield_set var shield: int = 0: set = shield_set
var can_shoot: bool = true var can_shoot: bool = true
@ -17,9 +16,9 @@ var weapon_spacing: float = 0.1
@export var weapon_current : PackedScene = preload("res://scenes/stock_weapon.tscn") @export var weapon_current : PackedScene = preload("res://scenes/stock_weapon.tscn")
#var weapon_current = load("res://scenes/stock_weapon.tscn") #var weapon_current = load("res://scenes/stock_weapon.tscn")
var weapon_cooldown = Timer #var weapon_cooldown = Timer
var weapon_rate: float = 0.1 #var weapon_rate: float = 0.1
var weapon_timer: float = 0.0 #var weapon_timer: float = 0.0
@onready var screensize = get_viewport_rect().size @onready var screensize = get_viewport_rect().size
@ -28,8 +27,10 @@ var weapon_timer: float = 0.0
func _process(delta): func _process(delta):
var input = Input.get_vector("left", "right", "up","down") var input = Input.get_vector("left", "right", "up","down")
ship_displacement = position.y - previous_position.y
travel += bullet_speed * delta + abs(ship_displacement) # Calculate position and travel for equidistant bullet calculations
ship_displacement = abs(position.y - previous_position.y)
travel += bullet_speed * delta - ship_displacement
travel = clamp(travel, 0, 1.9 * weapon_spacing) travel = clamp(travel, 0, 1.9 * weapon_spacing)
# Sprite feedback based one player input # Sprite feedback based one player input
@ -70,6 +71,7 @@ func _process(delta):
# Adjust bullet spacing before firing # Adjust bullet spacing before firing
if travel > weapon_spacing: if travel > weapon_spacing:
print("Travel is greater!")
shoot() shoot()
travel -= weapon_spacing travel -= weapon_spacing
@ -88,25 +90,26 @@ func _on_weapon_cooldown_timeout() -> void:
func shoot(): func shoot():
#var projectiles: int = 3 var projectiles: int = 5
#const PROJECTILE_SPACING: float = 10 const PROJECTILE_SPACING: float = 20
#const MUZZLE_HEIGHT: int = -23 const MUZZLE_HEIGHT: int = -23
var bullet_resource: PlayerShot = load("res://resources/player_weapons/shot_stock.tres") var bullet_resource: PlayerShot = load("res://resources/player_weapons/shot_stock.tres")
for b in range(bullet_resource.projectiles): for b in range(projectiles):
# Instantiate the bullets # Instantiate the bullets
var bullet = weapon_current.instantiate() var bullet = weapon_current.instantiate()
get_tree().root.add_child(bullet) get_tree().root.add_child(bullet)
bullet.position = position + Vector2((b - (bullet.shot_data.projectiles - 1) / 2.0) * bullet.shot_data.projectile_spacing / 2.0, bullet.shot_data.projectile_origin) prints(bullet_resource.speed,bullet_resource.projectiles, bullet_resource.projectile_spacing)
bullet.position = position + Vector2((b - (projectiles- 1) / 2.0) * PROJECTILE_SPACING /2, MUZZLE_HEIGHT)
# Get weapon speed and spacing for equidistant calculations # Get weapon speed and spacing for equidistant calculations
#weapon_rate = bullet.shot_data.rate #weapon_rate = bullet.shot_data.rate
weapon_spacing = bullet.shot_data.projectile_spacing weapon_spacing = PROJECTILE_SPACING
bullet_speed = abs(bullet.shot_data.speed) #bullet_speed = bullet_resource.speed
# Print which weapon is firing # Print which weapon is firing
prints(bullet.shot_data.shot_name, "weapon fired") prints(bullet.shot_data.shot_name, "weapon fired")
#travel -= weapon_spacing

View file

@ -140,6 +140,7 @@ metadata/_custom_type_script = "uid://dss0dbwr71y6m"
unique_name_in_owner = true unique_name_in_owner = true
script = ExtResource("6_l5qtw") script = ExtResource("6_l5qtw")
player = NodePath("..") player = NodePath("..")
speed = 200.0
metadata/_custom_type_script = "uid://c0rikbakpcags" metadata/_custom_type_script = "uid://c0rikbakpcags"
[node name="ShootComponent" type="Node" parent="." unique_id=623642425] [node name="ShootComponent" type="Node" parent="." unique_id=623642425]

View file

@ -1,6 +1,6 @@
[gd_scene format=3 uid="uid://ddpclu2vdy2ve"] [gd_scene format=3 uid="uid://ddpclu2vdy2ve"]
[ext_resource type="Script" uid="uid://d1rwqotmrag1r" path="res://scripts/stock_weapon.gd" id="1_hsma2"] [ext_resource type="Script" uid="uid://d1rwqotmrag1r" path="res://scenes/stock_weapon.gd" id="1_hsma2"]
[ext_resource type="Resource" uid="uid://cels8t3hqjtsu" path="res://resources/player_weapons/shot_stock.tres" id="2_mvdrj"] [ext_resource type="Resource" uid="uid://cels8t3hqjtsu" path="res://resources/player_weapons/shot_stock.tres" id="2_mvdrj"]
[ext_resource type="Texture2D" uid="uid://ti1uy42vnnhw" path="res://graphics/shot.png" id="3_mvdrj"] [ext_resource type="Texture2D" uid="uid://ti1uy42vnnhw" path="res://graphics/shot.png" id="3_mvdrj"]

View file

@ -1,6 +1,6 @@
[gd_scene format=3 uid="uid://b2ltmeb14nc17"] [gd_scene format=3 uid="uid://b2ltmeb14nc17"]
[ext_resource type="Script" uid="uid://d1rwqotmrag1r" path="res://scripts/stock_weapon.gd" id="1_kx6bj"] [ext_resource type="Script" uid="uid://d1rwqotmrag1r" path="res://scenes/stock_weapon.gd" id="1_kx6bj"]
[ext_resource type="Script" uid="uid://ccdohs4gduee5" path="res://scripts/player_shot.gd" id="2_5286c"] [ext_resource type="Script" uid="uid://ccdohs4gduee5" path="res://scripts/player_shot.gd" id="2_5286c"]
[ext_resource type="Texture2D" uid="uid://ti1uy42vnnhw" path="res://graphics/shot.png" id="3_58qml"] [ext_resource type="Texture2D" uid="uid://ti1uy42vnnhw" path="res://graphics/shot.png" id="3_58qml"]
@ -10,7 +10,6 @@ shot_name = "Stock"
speed = 350 speed = 350
projectiles = 3 projectiles = 3
projectile_spacing = 10.0 projectile_spacing = 10.0
cooldown = 0.0
metadata/_custom_type_script = "uid://ccdohs4gduee5" metadata/_custom_type_script = "uid://ccdohs4gduee5"
[sub_resource type="RectangleShape2D" id="RectangleShape2D_mvdrj"] [sub_resource type="RectangleShape2D" id="RectangleShape2D_mvdrj"]

View file

@ -1,8 +1,8 @@
[gd_scene format=3 uid="uid://bj4fytc3sy482"] [gd_scene format=3 uid="uid://bj4fytc3sy482"]
[ext_resource type="PackedScene" uid="uid://14fhj8834pkq" path="res://scenes/ui.tscn" id="1_nnsk1"] [ext_resource type="PackedScene" uid="uid://14fhj8834pkq" path="res://scenes/ui.tscn" id="1_nnsk1"]
[ext_resource type="PackedScene" uid="uid://coix5dqblmu7r" path="res://scenes/player.tscn" id="2_rwgxs"]
[ext_resource type="Texture2D" uid="uid://b3dqvd23nbmrm" path="res://graphics/cloud layers.png" id="3_4wyf3"] [ext_resource type="Texture2D" uid="uid://b3dqvd23nbmrm" path="res://graphics/cloud layers.png" id="3_4wyf3"]
[ext_resource type="PackedScene" uid="uid://6wq3ynesnsha" path="res://scenes/player_revision.tscn" id="3_k0juu"]
[node name="World" type="Node2D" unique_id=1317852169] [node name="World" type="Node2D" unique_id=1317852169]
@ -10,11 +10,6 @@
[node name="UI" parent="Level" unique_id=480295610 instance=ExtResource("1_nnsk1")] [node name="UI" parent="Level" unique_id=480295610 instance=ExtResource("1_nnsk1")]
[node name="Player" parent="Level" unique_id=652131079 instance=ExtResource("2_rwgxs")]
z_index = 1
position = Vector2(97, 173)
speed = 200
[node name="Background" type="Node2D" parent="Level" unique_id=485120278] [node name="Background" type="Node2D" parent="Level" unique_id=485120278]
z_index = -1 z_index = -1
@ -81,3 +76,6 @@ texture = ExtResource("3_4wyf3")
flip_h = true flip_h = true
hframes = 4 hframes = 4
frame = 3 frame = 3
[node name="Player" parent="Level" unique_id=652131079 instance=ExtResource("3_k0juu")]
position = Vector2(106, 312)

View file

@ -7,7 +7,6 @@ class_name MovementComponent extends Node
@onready var weapon_component: WeaponComponent = %WeaponComponent @onready var weapon_component: WeaponComponent = %WeaponComponent
@onready var screensize = get_viewport().content_scale_size @onready var screensize = get_viewport().content_scale_size
var input = Input.get_vector("left", "right", "up","down") var input = Input.get_vector("left", "right", "up","down")
@ -16,10 +15,11 @@ func tick(delta: float):
# Check to see if there's a player to move # Check to see if there's a player to move
if player == null: return if player == null: return
var weapon_system = weapon_component.data
# Calculate ship to bullet displacement # Calculate ship to bullet displacement
player.ship_displacement = player.position.y - player.previous_position.y player.ship_displacement = player.position.y - player.previous_position.y
player.travel += abs(weapon_component.bullet_data.speed) * delta + (player.ship_displacement) player.travel += abs(weapon_system.speed) * delta + (player.ship_displacement)
player.travel = clamp(player.travel, 0, 1.9 * weapon_component.bullet_data.projectile_spacing) player.travel = clamp(player.travel, 0, 1.9 * weapon_system.spacing)
# Thruster animation in relation to player movement # Thruster animation in relation to player movement
if input.x > 0: if input.x > 0:

View file

@ -1,13 +1,16 @@
class_name Player extends Area2D class_name Player extends Area2D
# Components managed by Player
@onready var input_component: InputComponent = %InputComponent @onready var input_component: InputComponent = %InputComponent
@onready var movement_component: MovementComponent = %MovementComponent @onready var movement_component: MovementComponent = %MovementComponent
@onready var shoot_component: ShootComponent = %ShootComponent @onready var shoot_component: ShootComponent = %ShootComponent
@onready var weapon_component: WeaponComponent = %WeaponComponent @onready var weapon_component: WeaponComponent = %WeaponComponent
# Variables for Player shooting status
@export var can_shoot: bool = true @export var can_shoot: bool = true
@export var is_shooting: bool = false @export var is_shooting: bool = false
# Variables for Player position calculations for equidistant bullets
var previous_position: Vector2 var previous_position: Vector2
var ship_displacement: float var ship_displacement: float
var travel: float = 0 var travel: float = 0
@ -18,14 +21,16 @@ func _process(delta) -> void:
# Read Controls # Read Controls
input_component.update() input_component.update()
# Read Movement Component # Read Shooting
movement_component.input = input_component.move_dir
movement_component.tick(delta)
# Read shooting
if input_component.shooting: if input_component.shooting:
is_shooting = true is_shooting = true
else: is_shooting = false else: is_shooting = false
if is_shooting == true: if is_shooting == true:
shoot_component.shoot() shoot_component.shoot()
# Read Movement Component
movement_component.input = input_component.move_dir
movement_component.tick(delta)

View file

@ -9,7 +9,7 @@ extends Resource
@export var damage: int = 1 @export var damage: int = 1
@export var speed: int = 135 @export var speed: int = 135
@export var projectiles: int = 2 @export var projectiles: int = 2
@export var projectile_spacing: float = 35 @export var spacing: float = 35
@export var projectile_origin: int = -23 @export var origin: int = -23
@export var rate: float = 0.1 #@export var rate: float = 0.1
@export var cooldown: float = 0.25 #@export var cooldown: float = 0.25

View file

@ -3,30 +3,35 @@ class_name ShootComponent extends Node
@onready var weapon_component: Node = %WeaponComponent @onready var weapon_component: Node = %WeaponComponent
@onready var player: Player = $".." @onready var player: Player = $".."
var travel: float = 0 #var travel: float = 0
var weapon_spacing: float = 0.1 #var weapon_spacing: float = 0.1
func shoot(): func shoot():
if player.travel > weapon_component.bullet_data.projectile_spacing:
var weapon_system = weapon_component.data
if player.travel > weapon_system.spacing:
print("Travel is greater!") print("Travel is greater!")
for b in range(weapon_component.bullet_data.projectiles): for b in range(weapon_system.projectiles):
# Instantiate the bullets # Instantiate the bullets
var bullet = weapon_component.weapon_current.instantiate() var bullet = weapon_component.weapon_current.instantiate()
get_tree().root.add_child(bullet) get_tree().root.add_child(bullet)
# Adjust bullet spacing before firing # Adjust bullet spacing before firing
bullet.position = player.position + Vector2((b - (weapon_component.bullet_data.projectiles - 1) / 2.0) * weapon_component.bullet_data.projectile_spacing, weapon_component.bullet_data.projectile_origin) bullet.position = player.position + Vector2((b - (weapon_system.projectiles - 1) / 2.0) * round(round((weapon_system.projectiles + weapon_system.spacing / 2)) / 2), weapon_system.origin)
print(b, bullet.position.x)
## Get weapon speed and spacing for equidistant calculations ## Get weapon speed and spacing for equidistant calculations - non comp
#weapon_rate = bullet.weapon_component.bullet_data.rate #weapon_rate = bullet.weapon_component.bullet_data.rate
#weapon_component.bullet_data.projectile_spacing = bullet.weapon_component.bullet_data.projectile_spacing #weapon_component.bullet_data.projectile_spacing = bullet.weapon_component.bullet_data.projectile_spacing
#weapon_component.bullet_data.speed = bullet.weapon_component.bullet_data.speed #weapon_component.bullet_data.speed = bullet.weapon_component.bullet_data.speed
# Print which weapon is firing # Print which weapon is firing
prints(bullet.shot_data.shot_name, "weapon fired") prints(bullet.shot_data.shot_name, "weapon fired")
player.travel -= weapon_component.bullet_data.projectile_spacing
# Subtract projectile spacing from current Player travel for next
player.travel -= weapon_system.spacing
else: return else: return

View file

@ -1,7 +1,7 @@
class_name WeaponComponent extends Node class_name WeaponComponent extends Node
@export var weapon_current : PackedScene @export var weapon_current : PackedScene
var bullet_data: PlayerShot = load("res://resources/player_weapons/shot_stock.tres") var data: PlayerShot = load("res://resources/player_weapons/shot_stock.tres")
#@export var projectile_origin: int = -23 #@export var projectile_origin: int = -23
#@export_category("Temp Bullet Data") #@export_category("Temp Bullet Data")